Rather, our knowledge that we're "just playing a game" works emotionally to intensify our feelings about the goal: exercise, sex, labor, etc. takes on an element of sacred seriousness through gamification, which separates it from the profane and thus increases its intensity via ambivalence.
It seems like what you're arguing (re my earlier comment about professional poker) is that whether or not there are stakes/it's "just for fun" vs "deeply serious" doesn't actually matter at all to phenomenology? Cuz a gamified workplace is not "just a game" and mgmt I think puts real pressure/stakes on ("here are the consequences of not hitting scores..."). It's only a game in a very token sense of taking on some of the formal properties (and thereby channeling certain psychological dynamics) of games.
I guess I'm slightly confused b/c sometimes it feels like you distinguish deadly seriousness from "just for fun," and sometimes they seem to coincide (eg in Huizinga's religion+play are same thing idea)—and then there're the levels of affect vs knowledge, and whether something "is" or "isn't" play on each of these levels.
On which "level" (affect/knowledge) is gamified activity serious vs for fun, and what concretely would a player "somehow chang[ing] their relationship... in terms of knowledge or in terms of affect" look like w/r/t this?
I think in general clarifying the relationships between these four possibilities (known seriousness, affective seriousness, known play, affective play) at the end of this piece, vis-a-vis these examples of dating and gamification, would help clarify a lot—I sorta expect the pieces to cohere but am left more confused by how they relate than when I started the bullet point